Male NG Human Wizard (Mud Specialist) 4 | HP: 23/23 | AC: 15 (14 Tch, 12 Fl) | CMB: +2, CMD: 14 | F: +5, R: +4, W: +4 | Init: +2 |Perc: +5, SM: +2
"I'ma get 'em!" Hekran shouts, running into position for a clear shot. He shoots another burst of positive energy at purple. Ranged Touch, bless: 1d20 + 2 + 1 ⇒ (13) + 2 + 1 = 16
Male NG Human Wizard (Mud Specialist) 4 | HP: 23/23 | AC: 15 (14 Tch, 12 Fl) | CMB: +2, CMD: 14 | F: +5, R: +4, W: +4 | Init: +2 |Perc: +5, SM: +2
The wizard exists again. "Whoa, nellie." Hekran creates a circle with his hands glowing, and lets loose a bit of positive energy. Disrupt undead, dex, bless, vs touch: 1d20 + 2 + 1 - 4 ⇒ (1) + 2 + 1 - 4 = 0
well it was fun existing.
Male NG Human Wizard (Mud Specialist) 4 | HP: 23/23 | AC: 15 (14 Tch, 12 Fl) | CMB: +2, CMD: 14 | F: +5, R: +4, W: +4 | Init: +2 |Perc: +5, SM: +2
Hekran grabs some of the bones of the fallen red skeleton and says "I reckon we should put dese spirts t'rest.I propose we take 'em outside and bury them." He looks at the skull, "Kinda reminds me of someone. Horatio?" Hekran takes a total defense.
Male NG Human Wizard (Mud Specialist) 4 | HP: 23/23 | AC: 15 (14 Tch, 12 Fl) | CMB: +2, CMD: 14 | F: +5, R: +4, W: +4 | Init: +2 |Perc: +5, SM: +2
Hekran dashes forward heedlessly and tries to get some acid on a skeleton. ranged touch attack vs green: 1d20 + 2 ⇒ (18) + 2 = 20
Male NG Human Wizard (Mud Specialist) 4 | HP: 23/23 | AC: 15 (14 Tch, 12 Fl) | CMB: +2, CMD: 14 | F: +5, R: +4, W: +4 | Init: +2 |Perc: +5, SM: +2
"A robit! You know, somethin' thats not made of meat and moves by itself. Fancy schooled wizards make 'em." GM, is it that I missed with my acid splash or is it just immune? if immune:
Hekran, realizing that the Armenian Man isn't getting up, moves to help his friend, trusting his mage armor to protect him from the construct's attack.
Hekran doubles moves to behind the armenian man, drawing an attack of the opportunity. if I just missed or I can't tell: Hekran steps to the side for a clear shot, and fire another splash of acid.
ranged touch attack: 1d20 + 2 - 4 ⇒ (6) + 2 - 4 = 4
Male NG Human Wizard (Mud Specialist) 4 | HP: 23/23 | AC: 15 (14 Tch, 12 Fl) | CMB: +2, CMD: 14 | F: +5, R: +4, W: +4 | Init: +2 |Perc: +5, SM: +2
"Some kind of robit, I reckon," Hekran says, his homespun schooling not covering constructs. Hekran moves up the stairs, says some arcane words and conjures a speck of acid at the wood robot . Touch attack, into melee: 1d20 + 2 - 4 ⇒ (8) + 2 - 4 = 6
no spell resistance on acid splash, in case that matters with this thing
Male NG Human Wizard (Mud Specialist) 4 | HP: 23/23 | AC: 15 (14 Tch, 12 Fl) | CMB: +2, CMD: 14 | F: +5, R: +4, W: +4 | Init: +2 |Perc: +5, SM: +2
"Yeh, I reckon it ain't an issue." Hekran says and while he doesn't want to interfere with party's official door checking method, he does want to move on to the next room.
Male NG Human Wizard (Mud Specialist) 4 | HP: 23/23 | AC: 15 (14 Tch, 12 Fl) | CMB: +2, CMD: 14 | F: +5, R: +4, W: +4 | Init: +2 |Perc: +5, SM: +2
"I can make it so they can't just take pot shots on us from whereever." If the two people in front of me, Neer and Armenian consent, I'll move forward and cast obscuring mist, so their crossbowman has 50% miss chance on the party.
Male NG Human Wizard (Mud Specialist) 4 | HP: 23/23 | AC: 15 (14 Tch, 12 Fl) | CMB: +2, CMD: 14 | F: +5, R: +4, W: +4 | Init: +2 |Perc: +5, SM: +2
Knowledge (local): 1d20 + 8 ⇒ (7) + 8 = 15 "The hells? Those damn bodies, they were friends of the mayor back in insert town's name here" Hekran draws a acid flask and uses it as an arcane focus of his acid splash. Ranged touch vs orange: 1d20 + 2 ⇒ (3) + 2 = 5
I also took a 5 foot step
Male NG Human Wizard (Mud Specialist) 4 | HP: 23/23 | AC: 15 (14 Tch, 12 Fl) | CMB: +2, CMD: 14 | F: +5, R: +4, W: +4 | Init: +2 |Perc: +5, SM: +2
"Hold still there, big guy" Hekran says as he helps the Armenian Man. Acrobatics : 1d20 + 2 ⇒ (10) + 2 = 12
Male NG Human Wizard (Mud Specialist) 4 | HP: 23/23 | AC: 15 (14 Tch, 12 Fl) | CMB: +2, CMD: 14 | F: +5, R: +4, W: +4 | Init: +2 |Perc: +5, SM: +2
Knowledge (local): 1d20 + 8 ⇒ (10) + 8 = 18
"Fancy pants here ain't local to Kassen, I know that," Hekran says, shaking head, "He ain't wash his clothes or tend 'em but them is city clothes."
Male NG Human Wizard (Mud Specialist) 4 | HP: 23/23 | AC: 15 (14 Tch, 12 Fl) | CMB: +2, CMD: 14 | F: +5, R: +4, W: +4 | Init: +2 |Perc: +5, SM: +2
"Have you tried speakin' to 'em?" Hekran says, "I know you gnome fellers can do that." Hekran takes out his iron pot and starts hitting it with his club, hoping to scare them off, as thats how they do it on the farm. Knowledge Nature: 1d20 + 8 ⇒ (5) + 8 = 13
Male NG Human Wizard (Mud Specialist) 4 | HP: 23/23 | AC: 15 (14 Tch, 12 Fl) | CMB: +2, CMD: 14 | F: +5, R: +4, W: +4 | Init: +2 |Perc: +5, SM: +2
I'll be out of town at a wedding until next Tuesday. I don't know the wifi situation or my availability. Feel free to use my skills as needed, and acid splash or hindering muck as needed.
Male NG Human Wizard (Mud Specialist) 4 | HP: 23/23 | AC: 15 (14 Tch, 12 Fl) | CMB: +2, CMD: 14 | F: +5, R: +4, W: +4 | Init: +2 |Perc: +5, SM: +2
Got you, Roland. knowledge local: 1d20 + 8 ⇒ (15) + 8 = 23 "Gods-be-damned orcs, a couple of them ran off with some of my sheep a season past." Hekran moves forward and unleashes from his sleeve a wave of hindering muck. those red squares show his hindering muck. hindering muck:
Hindering Muck (Su): As a standard action, you can create a 15-foot cone of sticky mud. Any creature in the cone must succeed at a Reflex save (DC = 10 + half your wizard level + your Intelligence modifier =14) or become entangled for 1 round for every wizard level you have. An affected creature can take a standard action that provokes attacks of opportunity to wipe off enough of the mud to remove the entangled condition. Jumping into a large body of water or being subject to an effect that creates a substantial amount of water (such as a casting of create water) removes all the mud on a creature. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. DC 14 reflex save or be entangled. for a round.
Male NG Human Wizard (Mud Specialist) 4 | HP: 23/23 | AC: 15 (14 Tch, 12 Fl) | CMB: +2, CMD: 14 | F: +5, R: +4, W: +4 | Init: +2 |Perc: +5, SM: +2
Hekran's a human male of mainly Kelish descent. Leathery weather-beaten face which remarkable like Kevin Costner circa Bull Durham. He also has a chicken familiar, named Gartempe.
Male NG Human Wizard (Mud Specialist) 4 | HP: 23/23 | AC: 15 (14 Tch, 12 Fl) | CMB: +2, CMD: 14 | F: +5, R: +4, W: +4 | Init: +2 |Perc: +5, SM: +2
Is the troglodyte holding anything, like a weapon or a spell component pouch or holy symbol? If so, read the following spoiler Hekran takes a guarded step away from the troglodyte yes, it is holding something:
"I don't like the look of dat!" Hekran shouts as he casts a spell. The object in the creature's hand suddenly becomes very slippery from Hekran's grease spell.
DC 16 Reflex save or it drops the item. The save happens every time it wields the item or picks it back up. no, it is not holding anything: "Take one of these, ye stinkin' beast! Hekran shouts as he launches another glob of acid at the creature.
ranged touch + inspire courage: 1d20 + 2 + 1 ⇒ (14) + 2 + 1 = 17
Male NG Human Wizard (Mud Specialist) 4 | HP: 23/23 | AC: 15 (14 Tch, 12 Fl) | CMB: +2, CMD: 14 | F: +5, R: +4, W: +4 | Init: +2 |Perc: +5, SM: +2
Spellcraft: 1d20 + 8 ⇒ (14) + 8 = 22 Confirming what Roland says, Hekran realizes that he really doesn't want to deal with a swarm if possible. He casts acid splash. Acid Splash attacks vs touch: 1d20 + 2 ⇒ (17) + 2 = 19
trying to force him to make a concentration check
Male NG Human Wizard (Mud Specialist) 4 | HP: 23/23 | AC: 15 (14 Tch, 12 Fl) | CMB: +2, CMD: 14 | F: +5, R: +4, W: +4 | Init: +2 |Perc: +5, SM: +2
Hekran's not particularly interested in ancient mysteries or magical traditions. He's not a traditional wizard. Learned him his magick by a mentor, not one of them fancy wizard schools.
Male NG Human Wizard (Mud Specialist) 4 | HP: 23/23 | AC: 15 (14 Tch, 12 Fl) | CMB: +2, CMD: 14 | F: +5, R: +4, W: +4 | Init: +2 |Perc: +5, SM: +2
"Now let me take a look at what we found; maybe I can tell when this dang thing went down," Hekran says while taking a pinch of chewing tobacco. Knowledge (local): 1d20 + 8 ⇒ (11) + 8 = 19 I always forget that my familiar can make skill checks
Male NG Human Wizard (Mud Specialist) 4 | HP: 23/23 | AC: 15 (14 Tch, 12 Fl) | CMB: +2, CMD: 14 | F: +5, R: +4, W: +4 | Init: +2 |Perc: +5, SM: +2
Fort Save: 1d20 + 3 ⇒ (19) + 3 = 22
Hekran moves in and lets loose a wave of hindering muck at the two troglodytes. hindering muck (su) (Reflex DC 14):
As a standard action, Hekran can create a 15-foot cone of sticky mud. Any creature in the cone must succeed at a Reflex save (DC = 10 + half your wizard level + your Intelligence modifier=14) or become entangled for 1 round for every wizard level you have. An affected creature can take a standard action that provokes attacks of opportunity to wipe off enough of the mud to remove the entangled condition. Jumping into a large body of water or being subject to an effect that creates a substantial amount of water (such as a casting of create water) removes all the mud on a creature. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. entangled:
The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a concentration check (DC 15 + spell level) or lose the spell. the hindering muck is in the red boxes.
Male NG Human Wizard (Mud Specialist) 4 | HP: 23/23 | AC: 15 (14 Tch, 12 Fl) | CMB: +2, CMD: 14 | F: +5, R: +4, W: +4 | Init: +2 |Perc: +5, SM: +2
"Gaw-durn, its dark in here." Hekran says. He says some funny words and casts light on his familiar, the chicken Gartempe. He darts in, knowing the spider might try to bite him.
Male NG Human Wizard (Mud Specialist) 4 | HP: 23/23 | AC: 15 (14 Tch, 12 Fl) | CMB: +2, CMD: 14 | F: +5, R: +4, W: +4 | Init: +2 |Perc: +5, SM: +2
"Gnicky, stay back! Dogs love the taste of gnomes!" Hekran says nonsense and moves his hands in a great circle. A small orb of green fluid appears and fires at the dog. ranged touch attack: 1d20 + 2 - 4 ⇒ (4) + 2 - 4 = 2
Male NG Human Wizard (Mud Specialist) 4 | HP: 23/23 | AC: 15 (14 Tch, 12 Fl) | CMB: +2, CMD: 14 | F: +5, R: +4, W: +4 | Init: +2 |Perc: +5, SM: +2
"I ain't never met Agent Forsend," Hekran says, "Just to be sure, he's a human, half-elf? Taldan? And just so we know, is he the first to go to this fortress? Does it have a name?" spells prepared:
1st- obscuring mist, enlarge person, grease 0- acid splash, open/close, light Before we leave Absalom, Hekran will buy a wand of mage armor with 2 PP
Male NG Human Wizard (Mud Specialist) 4 | HP: 23/23 | AC: 15 (14 Tch, 12 Fl) | CMB: +2, CMD: 14 | F: +5, R: +4, W: +4 | Init: +2 |Perc: +5, SM: +2
Sorry about the delay. Had real life flare up on me for a bit.
Male NG Human Wizard (Mud Specialist) 4 | HP: 23/23 | AC: 15 (14 Tch, 12 Fl) | CMB: +2, CMD: 14 | F: +5, R: +4, W: +4 | Init: +2 |Perc: +5, SM: +2
"Hey now, pardn'er, I'm still here! Hekran says. Reflex: 1d20 + 2 ⇒ (1) + 2 = 3 Swearing in Kellid about Gnickygnack's fire, he steps back and casts a defensive ward. To be safe, he also draws his club. Move action Draw club, standard action cast mage armor,
Male NG Human Wizard (Mud Specialist) 4 | HP: 23/23 | AC: 15 (14 Tch, 12 Fl) | CMB: +2, CMD: 14 | F: +5, R: +4, W: +4 | Init: +2 |Perc: +5, SM: +2
WOW I didn't realize how badly I mistyped that. That was my school ability, Hindering Muck. I'm going to blame the little bit bourbon I had yesterday and go feel bad about myself.
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